A Desperate Measure (Worm/Exalted Quest)

So the way I'd say this could work is that while OBS is active, your applicable range for Close Combat attacks increases in accordance with your inspiration: with a minor inspiration, you can attack out to short range, while a major inspiration allows attacking out to medium range (which is the maximum range for thrown objects).
That sounds perfect.

Totally cool if you want to double up, but I'm just making sure you know where things stand.
From what I read of the Heavenly Guardian defense that allowed you to Parry things like falling to your death or building collapsing on you generally things your normal soak could not help you defend against.

Though I might be reading too much into it because while I'm not super familiar with exalted Essence I am kind of familiar with exalted as a whole and Heavenly Guardian defense starts with
Exalted Third Edition Pg. 349 said:
The Solar may strike aside even the falling sky......
Heavenly Guardian Defense allows also the Solar to guard against damage deemed impossible to parry, such as unexpected attacks, hurled bolts of acid or lightning, the burning curses of Kimbery
Essentially at least I was of the thought that it Allowed the parrying of literally impossible things like radiation and explosive shock waves. Which if you don't have this or Adamant Skin Concentration you are left hoping that your soak will be enough to let you escape those things alive. Though having both would be pretty awesome.
 
Oh fuck we were supposed to make plans,

[X] Plan: Cape-tuber in the making
-[X] Buy the first dot in an ability
--[X] Craft
-[X] Charm or spell write in:
--[X] Virtue-Shaping Harmony (TLDR: We get to put minor virtues into people who watch our stuff)

[X] Plan: I don't need sleep, I need better heroes
-[X] Create a personal mode for a charm
--[X] Harmonious Presence Meditation
-[X] Charm or spell write in:
--[X] Sun never Sets: Taylor no longer needs to sleep, this will give her more time to research, patrol or just relax. (I have no idea how to mechanically put in quest)
 
I will try to find Solar charm list
No need to worry about it too much! Like I've said before, I'm happy to go off of vague suggestions for charms. It would be welcome, of course, but if you can't find something it's no sweat.
I feel like Heavenly Guardian Defense would need a QM ruling for balance. The charm was designed with the idea anyone lighting the area you are in on fire is spending motes to do it so, causing you to draw even on resources. However, superpowers don't have batteries so even with the Charm we would be could be easily forced into a situation where we have to use the charm to not get blown up/time stopped whatever, per each individual bomb thrown at as, except every person on the field could do that per round and we would become instantly mote tapped from exerting ourselves to not die. That being said I still think it would be a good investment just so we don't get hit by something stupid (along with the normal paranoia suit of a surprise negator, and integrity charms for mental defences).
Worth noting that HGD requires Essence 2 and Close Combat 5, so you're still a while away from being able to purchase it.

That being said, this is an interesting point and something I hadn't considered. One of the things that I think obviously helps with this problem (while generating less work for me in adapting Worm stuff to Exalted Essence) is modeling superpowers in abstract ways rather than specific ways. Like how I dealt with Skidmark in this fight, for example: I largely just modeled his power using the existing system for weapons. Likewise, Mush got a special weapon and (though it wasn't relevant in the fight) a soak increase. So if you end up fighting, for example, Kaiser, he'll likely just have a special weapon when he attacks you rather than me trying something weird with the environmental hazard rules.

There might be some situations that still require environmental hazards to work properly, but I'll be mindful of this issue.
From what I read of the Heavenly Guardian defense that allowed you to Parry things like falling to your death or building collapsing on you generally things your normal soak could not help you defend against.

Though I might be reading too much into it because while I'm not super familiar with exalted Essence I am kind of familiar with exalted as a whole and Heavenly Guardian defense starts with
Essentially at least I was of the thought that it Allowed the parrying of literally impossible things like radiation and explosive shock waves. Which if you don't have this or Adamant Skin Concentration you are left hoping that your soak will be enough to let you escape those things alive. Though having both would be pretty awesome.
HGD allows you to apply your defense against any hazard. IKB (with the Adamant Skin Concentration upgrade that you already have) allows you to apply your soak against environmental hazards, which you normally can't soak. Both could protect you from a collapsing building, radiation, or an explosive shock wave.

I'd caution you from relying too heavily on what the 3rd edition book says, as that is mechanically a different system than what I'm using. The charms might have the same names, but sometimes the effects are different.
 
[X] Plan: I don't need sleep, I need better heroes
-[X] Create a personal mode for a charm
--[X] Harmonious Presence Meditation
-[X] Charm or spell write in:
--[X] Sun never Sets: Taylor no longer needs to sleep, this will give her more time to research, patrol or just relax. (I have no idea how to mechanically put in quest)

[X] Plan: Cape-tuber in the making

[x] Plan: Sagacity has many uses
 
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[X] Plan: I don't need sleep, I need better heroes

Looks good, I do think we could do with that knock out spell, but in the short run, at least until we take out the Empire we should be good with just our present means of dealing with villains i.e. punch them until they go down, or talk to them until they are your friends.
 
It can be good for both of them. There are a few places in Creation where the living and dead exist in relative harmony.

Ancestor ghosts are respected and revered in many of creations corners for that reason.

Yes, I suppose I should have spent more effort differentiating between 'regular ghosts' and 'hungry ghosts'.

In Essence/3e lore, sorcerous initiation lacks 'steps', and the Trials of Brigid are gone. You need some sort of unique advantage to initiate into sorcery/necromancy, but there are a lot of things that do it: instruction from Raksi, a bargain with Mara, studying at the Heptagram, a deal with a powerful spirit, etc. I homebrewed a possible sorcerous initiation based on the trials earlier in the thread, but it was not voted for.

Does that mean that if we used Summon Elemental for, say, a powerful ifrit and negotiated for them to teach, mortals in Brockton Bay could learn sorcery? IIRC that was the intent of Salina's Working back during the First Age, though if the Trials are gone I can see other things changing as well.



Personal Milestone:
[ ] Repurchase Ox Body Technique

[ ] Create a personal mode for a charm
-[ ] Cat's Puffed Tail
-[ ] Harmonious Presence Meditation
-[ ] Iron Kettle Body
-[ ] Orichalcum Battle Soul

[ ] Buy the first dot in an ability
-[ ] Craft
-[ ] Navigate
-[ ] Ranged Combat
-[ ] Stealth
-[ ] War

Minor Milestone
[ ] Increase an ability
-[ ] Athletics
-[ ] Awareness
-[ ] Close Combat
-[ ] Craft
-[ ] Embassy
-[ ] Integrity
-[ ] Navigate
-[ ] Performance
-[ ] Physique
-[ ] Ranged Combat
-[ ] Sagacity
-[ ] Stealth
-[ ] War

[ ] Charm or spell write in

So would a personal mode for a charm be considered...Taylor-made? *rimshot*

More seriously, I want to look at some of the options here for a second. I'll skip the personal-mode charms for the above because honestly I'm not sure what is on offer, but:
- Craft: the 'making stuff' skill, useful for making artifacts, understanding Tinker Tech, repairing buildings and overall 'building the tools to do X'. I like it, I just don't think it's what we want right now.
- Navigate: The 'get from A to B' skill, covers everything from wandering in the wilderness on foot to landing a spaceship. What we'll most likely use it for is either "teenager learning to drive a car" or, in our cape persona, "ride air-doggo around". Also has the benefit of helping us to figure out this whole 'cultivating from animals' business if we wanted to generate spider silk.
- Stealth: the ability to avoid being seen. It has obvious benefits, but it's not a playstyle we're focusing on right now.
- Ranged Combat: The "I want to punch this guy but he's all the way over there" ability. I like the idea of getting a bow and knock-out arrows and doing the horse-archer (wolf-archer?) thing at some point, backed up by Lightning Hoof Style (should we get a reasonable conversion for that) but we're not at the point where that's an option as we're currently restricted to 'regular gun (that kills people)' and 'throw rocks'. I'm willing to hold off on this a bit longer until we can secure better options.
- War: "What is going on (violence edition)". Something we're probably going to want going forward, but not something I think we need quite yet.

So, charms. I'm not going to go into details, just broad strokes:
- Combat charms. We can always use more, but it's mostly "fight more gooder". While cleaning up the streets will involve punching Kaiser in the face (possibly repeatedly!), that's not the only way we can make a difference
- Medicine charms. Panacea is a Big Deal, we can also become a Big Deal. Whether it is helping addicts come clean, reducing casualties in an Endbringer fight or just helping out at the hospital, that's all stuff that would arguably do more good than something like Heaven Thunder Hammer (though honestly they're both good things to have for different reasons)
- Performance charms. Helping us Do Good through broadcast media (something the PRT is generally leery of if they don't control it, but I think we can pull it off with the 'PRT affiliate' tag) , it would help us spread the good news of not just that you should help, but how. Something I'd like to propose is a charm that lets us host well, inspired by Sweeten-the-Tap Method. Something like "if you are able to plan an event advocating a specific agenda, everyone pushing that agenda rolls +dice" or something. Example: the PRT lets Taylor offer suggestions for their Forsberg Gallery gala, she makes a few adjustments to the menu, table layout and briefs some of the Protectorate and PRT attendees on how to comport themselves differently or topics to emphasize. The event raises a bit above the expected fundraising goal but the real take-away is that everyone was genuinely looking forward to doing it again sometime soon and social wheels are greased for other projects going forward.
- Craft charms. If we want artifacts (and I think we do), this is how to do it. It also would help us rebuild the city in a more literal fashion (I wonder how much of that $23 million price tag to clear away the ships in the Boat Graveyard we could knock off by repairing them on-site? What could benefit from restoring the trainyard to functioning order?) and may let us get brownie points from Tinkers by restoring damaged equipment. Moreover I believe it's helpful for designing new mundane devices (better mousetrap or "very basic force field mk1") and factories to make them. My charm suggestions:
-- Flawless Diagnostic Technique (Flawless Diagnosis but for Craft, discussed elsewhere)
-- charm to design workshops for improved efficiency, be it for a Tinker's workshop, the Solar's own kitchen or a regular factory getting its design overhauled
-- Holistic Miracle Understanding-esque "if you use the item you know how it was made"/be able to distill fundamental principles of use from seeing something operate ("I may not know how Uppercrust manages to do the really intricate work he does but I now know the theory behind how forcefields work")
-- Components used in a crafting project work very well together. Intended to make Solar-grade PB&J sandwiches for Danny when he goes to work (may also have uses for other things, but let's focus on the important things)
- Survival charms. Mostly the 'talk to animals and convince them to work with us' variety, this is potentially a few different sources of income (spider silk, horseshoe crab blood, snake venom, etc), but it depends how deep we want to go down that rabbit hole (bird spy networks, super-verdant gardens, training up Bitch's pack of dogs into a team of highly-disciplined super-dogs etc)
- Organizational charms. Either understanding organizations, boosting organizations (Servant-Rewarding Benevolance says 'hi') or debuffing organizations, this is where we can do a lot of good. Case in point; what lets us do more healing, adopting a half dozen Medicine charms that let us do what Panacea does, or one charm that lets us say "everyone working in this hospital gets +1 auto success at hospital stuff this month"?

By the way Amazing Azban, does Beast-Ambassador Attitude work for what you were thinking of for a 'talk to critters' charm?



Director Piggot circa when not Ward cost her the very annoying Ward (who she didn't even want), but gave her 2 Protectorate heroes: I SEE THIS AS ABSOLUTE WIN!!!

I think she's willing to be bought off for now because she's getting two capes (who, per protocol, are likely going to be transferred out of the city for rebranding but she might get one or two capes transferred in as an 'attagirl') and eventually recognize that Zenith is a cape that is doing more good not part of the Protectorate, but between her distrust of capes in general and the incentives the PRT has for controlling all of the capes it can (not just financial, though those are the most prominent)

What I feel we should hope for with Emily is 'working relationship', not 'valued non-asset'.

But for people who don't want to write in charms, I have found a list

My anti-virus doesn't like this very much, but I appreciate the effort to share.

[X] Plan: Maker Rising
-[X] Buy the first dot in an ability
--[X] Craft
-[X] Increase an Ability
--[X] Craft


This one kind of speaks for itself it's focusing on Making things her costume any possible Sorcerers infrastructure later possibly any housing or structure she wants to build in the bay as she attempts to fix the city.

The first plan is more focused on Direct reppraisal and survival against enemies this one is more about reaching goals of building a better Brockton Bay there's also the fact that the graveyard has to go and craft is the ability used to safely break down objects and turn those objects into useful things like massive ship corpses into housing blocks or anything else like steel beams.

It also allows the building of a costume and possibly a distinct weapon or anything along those lines.

I'm a simp for crafting and all, but I have to ask whether two dots of Craft is better than one dot of craft and a Craft charm. Is something like Flawless Diagnostic Technique (Flawless Diagnosis Technique but for Craft instead of medicine) an option?

[X] Plan: Alexandria package
-[X] Repurchase Ox Body Technique
-[X] Charm or spell write in
---[X] Ten Ox Meditation


While she won't be flinging cars anytime soon this allows her to make a good Headway on that front while also allowing her to survive more punishment in general.

What does Ten Ox Meditation do?
[X] Plan: Cape-tuber in the making
-[X] Buy the first dot in an ability
--[X] Craft
-[X] Charm or spell write in:
--[X] Virtue-Shaping Harmony (TLDR: We get to put minor virtues into people who watch our stuff)

I like the charm, but how is Craft helping the C-tuber thing?


Not voting yet, but trying this on for size:
[] Plan Cape-Tube is Going Places
-[] Buy the first dot in an ability
--[] Navigate
-[] Charm or spell write in:
--[] Virtue-Shaping Harmony (TLDR: We get to put minor virtues into people who watch our stuff)
 
Can we please please please spend the minor milestone on an ability increase or a martial art rather than a general charm. We can expect 2-3 exalt milestones which can buy charms per minor milestone which are the only ways to get martial arts charms and level abilities. There's just so many things to get there, summoning needs 2 milestone, buying out a martial art fully will cost around 6 minor milestones and there are a ton of incredible charms we are a few ability levels off of purchasing. Every minor we spend on charms slows down our growth on those fronts permanently and it's not like we have a charm that is super urgent we need right now, if we do need a charm going forward that's what prepurchasing with instant training is for. It makes the optimiser in me cry to spend minor's on charms.

[x] Plan: Sagacity has many uses
-[x] Buy the first dot in an ability
--[x] Navigate
-[x] Increase an ability
--[x] Sagacity

Ok I know the above plan isn't glamorous but seriously Sagacity is our nerd skills ability, our spell casting ability, our medical ability, our demon/elemental summoning ability, and if we buy Glorious Exalted Bolt also our Ranged Combat ability. While navigate will let us ride Eurus with some actual skill which will be useful if we get into a chase or just want to look good.
 
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What is the benefit of creating a personal mode for a charm? It looks like a waste of a milestone reward.
It makes a charm more powerful or flexible It's meant to let you stretch a charm a bit to work better for whatever your character concept is. Also without it there's only so much you can spend personal milestones on.
 
It makes a charm more powerful or flexible It's meant to let you stretch a charm a bit to work better for whatever your character concept is. Also without it there's only so much you can spend personal milestones on.
There is a lot you can spend the personal milestones on. There is an entire list of skills that could be invested in. Or we could buy more levels in Ox Body to become tankier.
 
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So who do we take on next?

E88:
Pros:
  • Some of them can probably be talked into defecting, Night and Fog for instance were tortured into Triggering by the European Nazis so if you can break the conditioning (which we can) they might even switch sides, Rune's a kid, Purity is halfway turned already etc
  • There are a lot of them so we are sure to be able to find them

Cons
  • Kaiser will probably try to go after Danny since we are an open cape
  • As we shew through them the ABB might try to make a push, making a mess of the city in the process
  • They have a lot of capes, like a lot of them, we probably could not take all of them at the same tme
ABB
Pro
  • They have two capes, we could gut them in a night as long as we can take out Lung
  • It would be a hell of a reputation coup to do so
Con
  • It would start a battle royal for their old territory with Coil making an even bigger mess in the middle of things
  • Lung could no joke kill all of us if he put his mind to it
  • Even if he does not kill us a fully ramped up Lung could make a mess of the city

Undersiders
Pros
  • Prime recruiting targets, we can blast through Rachel's issues with piles of dice, TT doesn't want to be a villain anyway, Brian will take anything that helps him get custody of his sister and even Regent isn't that bad once you get past the psychopathy, it's not like he wants to hurt people, he just doesn't care if he does
Cons
  • It would be pocking Coil in a major way
  • We'd have to find them first
Travelers
Pro
  • They are just a bunch of kids in a bad situation, including being mid-screwed by Ziz
  • We might be able to help Noelle with sorcery (though that sounds like it would take sapphire circle)
Cons
  • Coil keeps them close
  • Krouse... just Krouse
 
There is a lot you can spend the personal milestones on. There is an entire list of skills that could be invested in. Or we could buy more levels in Ox Body to become tankier.
There are 5 abilities we can spend personal's on, we can buy Ox Body 2 more times That's 7 personal milestones we can spend. Charms that allow repurchase aren't that common so it's quite possible that in 7 arcs time we'd run out of anything to spend them on. This was an actual issue they ran into early on in design which is why they added the personal mode option.

So who do we take on next?

E88:
...
ABB
E88 or ABB would squish us like a little bug, we need to either be a lot stronger or have allies (*cough* *cough* Summoning *cough* *cough*) before we take them on. Fortunately right now Lung has no reason to care about us and The Empire have good reasons to go for the soft sell if they try to recruit us. The travellers shouldn't be in town yet per the canon timeline so that would indicate the Undersiders. They seem like especially soft targets for diplomancing except Tattletale who is likely to be the major difficulty there.
 
E88 or ABB would squish us like a little bug,
On reflection I may be a little pessimistic with the squish like a bug comment. E88 we could stand a chance and we could certainly go down swinging if we lose.

ABB is probably the worst one. The main problem is that our Presence ability isn't mind control and there are caveats in the rules to allow for that. In particular if an attempt to persuade someone is deemed an Unnaceptable Influence it just auto fails, examples given for this are suicide or trying to convince someone to go directly against their major virtue. I think it it's likely Oni Lee has Loyalty (Lung) as his major given what we know from cannon so diplomancing him could be very hard.

Additionally Lung seems pretty commited to his path, even if something isn't an Unacceptable Influence the character's player can Ignore it if it's too out of character at the cost of giving the persuader a dice bonus, I can easily see all the gang leaders taking this option with attempts to persuade them to give up without a fight.
 
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On reflection I may be a little pessimistic with the squish like a bug comment. E88 we could stand a chance and we could certainly go down swinging if we lose.

ABB is probably the worst one. The main problem is that our Presence ability isn't mind control and there are caveats in the rules to allow for that. In particular if an attempt to persuade someone is deemed an Unnaceptable Influence it just auto fails, examples given for this are suicide or trying to convince someone to go directly against their major virtue. I think it it's likely Oni Lee has Loyalty (Lung) as his major given what we know from cannon so diplomancing him could be very hard.

Additionally Lung seems pretty commited to his path, even if something isn't an Unacceptable Influence the character's player can Ignore it if it's too out of character at the cost of giving the persuader a dice bonus, I can easily see all the gang leaders taking this option with attempts to persuade them to give up without a fight.

Solars were made to kill god monsters. I think that with good rolls we could beat Lung in close combat, it's just I do not want to know what the Crater-Formerly-Known-as-Brockton-Bay would look like after that.
 
Does that mean that if we used Summon Elemental for, say, a powerful ifrit and negotiated for them to teach, mortals in Brockton Bay could learn sorcery? IIRC that was the intent of Salina's Working back during the First Age, though if the Trials are gone I can see other things changing as well.
That's certainly an option, though it won't let you mass-produce sorcerers it WILL create a very visible option for mortals to work with. Salina's Working is explicitly canon to this quest, so in theory anyone can learn sorcery. In practice, it's still pretty demanding, and the kinds of elementals that can teach sorcery are proud creatures that won't just give it away.
By the way Amazing Azban, does Beast-Ambassador Attitude work for what you were thinking of for a 'talk to critters' charm?
I think I'd probably require a committed mote for that effect, but otherwise I think I approve.
What does Ten Ox Meditation do?
Ten Ox Meditation makes you better at feats of strength. It also scales with your Essence, so you get stronger as your Essence increases.
 
I'm a simp for crafting and all, but I have to ask whether two dots of Craft is better than one dot of craft and a Craft charm. Is something like Flawless Diagnostic Technique (Flawless Diagnosis Technique but for Craft instead of medicine) an option?
Actually I think you might be right probably going to use the personal Milestone to purchase the craft Excellency as that's a better usage of that slot but you need one in an ability to purchase an Excellency in the first place.
@Critian Caceorte @thewhiteraven22 just to let you know.
What does Ten Ox Meditation do?
Ten Ox Meditation
Prerequisite: Physique 2
Pouring Essence into her muscles, the Exalt performs impossible physical feats.
Spend 1 mote. When the character attempts a feat of strength, reduce the difficulty of the roll by her Essence plus one, to a minimum of one. If this reduces the difficulty below the need to roll, the attempt happens automatically.
Lowers the difficulty of Performing feats of strength and in certain cases literally makes them happen automatically.
larger objects, then the player needs to roll for a feat of strength. The type of feat depends on the size and weight of the object placing it into one of three categories: lesser for objects at or near the same size and weight of the character, greater for objects significantly larger or heavier than the character, and extreme for objects far outweighing or outclassing the character. If an Exalt has at least one dot in Physique, she can perform lesser feats of strength without a roll, denoting her superior physical training.

Performing a feat of strength is against a set Difficulty, 5 for standard or 7 for challenging. The Storyteller determines both the Difficulty and success requirement for the feat of strength when the player describes her action.

• Lesser: Requirement 1-4. Lesser feats of strength involve lifting, pulling, or breaking items anormal mortal could do with training. Lifting a full-grown person or an anvil over your head or kicking open an oak door (Standard). Lift a full-grown warhorse or bend an iron bar with both hands (Challenging).

• Greater: Requirement 5-9. Greater feats of strength involve acts that no mortal could achieve. Lift a yeddim, raise a drawbridge by hand, or punch through a brick wall (Standard). Carry an enormous stone statue on one shoulder, force open a locked and reinforced fortress gate (Challenging).

• Extreme: Requirement 10+. Extreme feats of strength are impressive even for an Exalt. Pull an entire caravan chained cart-to-cart, crack a giant boulder in two (Standard). Outpull a team of yeddim, tow an enormous boat away from a waterfall, tear open a crevasse in the earth
As Taylor increases her physique or acquires an Excellency it will allow her to literally do things like pick up one of the old broken down ships or oil tankers in the bay and tow it onto a beach to disassemble it.

At the moment it would allow her to automatically kick down doors and Lift wooden beams off of people if they are in danger like in a fire situation or just helping with removing wreckage that is too large for most people to lift.
 
Was rereading the update and saw something funny:

You can't provide for them, can't always watch them to keep them from relapsing or help them through the withdrawal symptoms they're sure to have. You can't get them the help they need to lift themselves out of lives of crime. The Protectorate can.

Taylor, get the right charms and you would not need to prevent them from relapsing, you could invent heroin without adverse effects. Also inventing the dinosaur that pisses it optional :V
 
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